Reproducing enemies such as Big Dog's missiles and the Hyper Crystal spawns no longer count as kills.

Ultra Shotgun uses a bit more ammo and rads.

Update to the Caves loop boss!

Lightning Crystals are now a bit more faster and have more range.

Secret areas now don't spawn random enemies on loop.

Energy Hammer cost, reload time, and damage have all been increased.

Golden and normal Shotgun now have the same rate of fire.

Fixes

Fixed the Rogue Canister crash.

Ending a daily or weekly after it has ended (but starting while it's still active) should now submit your score correctly.

Chests no longer disappear when touching props.

You can no longer view locked stats.

Co-op and hard mode no longer reset your streaks.

Portal in 0-1 is back.

Robot's B-skin can no longer unlock multiple times.

Updated laser collisions.

Updated Spider and Snowbot collisions.

Generators now drop weapons when you run with Crown of Guns.

Laser Cannon now aims correctly with gamepad.

Allies now behave correctly when playing with gamepad.

Corpses are no longer light sources.

Loading info is no longer shown when loading cutscenes.

Tutorial bandits now have corpses.

Fixed a "double Portal Strike" bug caused by pausing the game.

Bloodlust and Lucky Shot now work properly in co-op.

Fixed minor visual glitches related to the HUD/portals.

No more chests inside walls, hopefully.

Fixed various depth issues, including the infamous desert bones drawing in the wrong order!

All bosses now stop the boss music when defeated.

Big Dog missiles now sound like metal.

No more Horror in the Pizza Sewers getting instantly blown up.

Fixed the quick restart music bug!?

Unlock screen can no longer be behind the game over screen.

Boss Intro's pause the timer.

Fixed Lil Hunter's sprite when flying after death.

Guitar swing now looks heavy.

Rad Chests/a certain Scrapyard prop should now be guaranteed.

You can no longer unlock Melting by winning.

CLASSIFIED* can no longer get stuck in endless teleports when she kills you.

Music for Crown Guardians is back.

Flying maggots now don't count as kills when turning into normal maggots.

Hyper Slug now glows.

Melting post-death explosions fixed.

Crown of Luck and Crown of Risk no longer have their icons swapped.

Buff Alligators are back on pre-loop runs.

Fixed enemy lightning visuals.

Pausing during the Ultra screen in co-op no longer removes the mutation icons.

Fixed a Heavy Grenade collision problem.

Golden Snowtank corpse is now Golden.

Misc

Your Crown now flies with you through portals!

Mutations are now shown on the game over screen.

Various optimizations.

Death sequence for the 0-1 boss!

Killing the boss in 7-3 makes the Generators inactive again.

Various tiny effects and details added.

Pickup sound for the Guitar.

Elite Grunts now have jetpack flames.

Some changes to the cocoons.

Enemy missiles are now easier to see.

A million new tips!

All floor "materials" are now up to date, resulting in more appropriate walking sounds in some of the newer areas.

Various new light sources in dark levels.

Some tiny audio balancing things.

More props at the campfire scene.

Your window state (fullscreen or not) is now saved.

New splat for the tiny unlock popups.

Plasma now slows the game down less.

Fixed the sound for underwater mines.

The window now has a minimum size of 320x240.

The tutorial no longer counts for the stat screen.

Timer is now shown on the game over screen when enabled.

Crown names are now drawn without brackets.

Horror now breaks all rad chests on the level.

Some changes to Cuz.

Throne carpet looks better.

Some tweaks to the character select.

Main Menu daily/weekly timer are now shown on hover.

Big Dog explosion tweaks.

More things explode into flames now.

Alligators now also spawn a !!! before firing.

Removed the floor tiles spawned by a Crown Portal.

Crowns no enter portals.

Crown of Haste looks better.

Update to the wave gun sound.

Frog heal effect.

Minor updates to some of the music.

Update to Chicken's ULTRA HUD icons.

Sniper and basic enemy bullet art updated.

Green Explosion art updated.

Update to Proto Portal visuals

Update to slash readability.

Gamma Guts kill sound.

HP pickup sounds! Can't believe we never had those.

Palace prop update.

Update #93 - Happy Birthday, Nuclear Throne! - October 10th

Feature

A voice for Rogue and all other remaining characters!

A new save file system. This means we hopefully won't have to clear your save files anymore! As a side effect, we've decided to remove the Unlock All button. What you unlock now is (probably) yours forever. Unless you hit the delete button. Obviously.

Your loop streaks are now stored and displayed in the stats screen. Any loop you get is added to the streak, if you die before you loop the value is reset!

Little effects and sound for most mutations and ultras!

Sounds for some of the loop bosses!

All the music and all the level ambient tracks should now be in the game and all of them have been mastered!

Crown icons!

Two new rare enemies.

Rogue has been given a big overhaul, upgrading her Portal Strike damage and giving her a new Ultra replacing Resourceful.

Balancing

Van portals now break walls when spawning.

Elite Inspectors have less HP.

Captain no longer drops ammo.

Heavy Auto Crossbow rate of fire has been decreased.

Elite Shielder projectiles are now slower and have a smaller explosion hitmask.

Cursed Crystals now have a slightly longer minimum time before teleporting again.

Removed the "keep old crown" option, instead made guardians spawn when running with a crown.

No Rad Canisters in the HQ.

Added some more tips.

Updated the credits.

Tutorial Bandits now explode into wood splinters.

The fade when sitting down now comes in a bit later.

Weapons now disappear properly when sucked into the portal to the next level, no longer leaving a copy behind when the portal disappears.

New splats for melting after using their active.

New Rogue HUD indicator for her ammo.

Tiny details: feathers, leaves, money.

Small blue flames for IDPD explosions.

Uncursing something now has a sound.

Empty Horror trying to fire now has a sound.

Sound for Dog Guardians landing.

Sound for mutation and crown icons popping up.

All elite IDPD now have sounds.

Added lightning particles to the portals.

Low HP sounds for some bosses.

Sounds for the final cutscene.

Updated the tiles for 0-1.

New slider art.

Sounds for Rogue Canisters.

New art for the IDPD explosions.

Updates to loads of projectiles for readability.

Ally art update.

Icon art update.

All mutation selection sounds.

New slashes.

Mutation sounds are now stereo.

Updated the mansion tiles.

New decals and props for various areas.

Update to the menu generation.

New Crown Vault art.

Sounds for the cursed enemies.

Updated flying maggot art.

Radiated maggot death sounds.

New gun for the Jungle Bandits.

Updated the color of the Freaks.

Sound for reaching level Ultra.

HQ is now less bright.

New Present Chest opening animation.

Sounds for the different IDPD portals.

Big Dog now explodes in a way cooler way.

Fire Trap game over image.

New portal sounds, also when inside.

Lil Hunter now has a sound when calling for backup.

Sounds for allies.

Grenade weapons now have a reload sound.

Various enemies had new sounds added.

Cool new car sounds.

Boss intro sounds.

A nice radioactive hum on the logo.

New disc sounds.

Little dust effects in the Crown Vaults.

More prop destruction sounds.

Removed the old Palace pillars.

Van hijack sounds.

Art update to the green rats.

Art for Heavy Heart.

Small 7-3 art detail added.

Update #92 - The Beginning Of The End Part II - September 27th

Features

Another ending, and credits sequence!

The IDPD Captain now has sound effects, as do various props, Lil Hunter's weaponry and other details!

New B-skins, and big character art for all the B-skins and some special states! B-skins are now unlocks.

Cool art updates, mainly to Desert and Palace!

Balancing

Y.V. can no longer pop melee weapons.

Super Crossbow spawns one area later.

Big Rats now deal (1) contact damage.

Scorpions have a tiny bit more range.

Generators have been moved down and given less HP, and no longer explode at the end of the fight.

The Nuclear Throne is a bit less likely to waltz over you.

Fixes

Fixed the Crown of Luck crash.

Bolt damage should be back to normal.

Back Muscle no longer carries over.

Captain no longer drops rads.

Fixed a Generator crash.

Throne beam sound now stops when it is destroyed.

Allies now keep Throne Butt after your death.

When having no weapon equipped, you no longer drop an invisible weapon at death in co-op.

Fixed a lot of weird behavior Crowns where showing, carrying over between runs etc.

Steroids' active no longer triggers their swap animation.

When killed by a boss exploding, it should now show the proper image on the game over screen.

Statues now don't spawn Guardians after that fight is over.

You can no longer spawn inside cars that explode and end your run.

You can no longer get stuck during the final cutscene.

Crown of Haste idle animation has been fixed.Crown of Haste now also animates faster than other crowns.

Misc

Level unlock requirements now show x-? instead of ???.

Blowing up walls should now cause less slowdown.

Technomancer revive now has an animation.

Generators now have an idle animation.

Moved around the loadout layout a bit.

Icon in your HUD when playing the daily.

Tweaked the big TV graphics a bit.

New screen when beating the game. Still work in progress!

Vans can now be hijacked again from the HQ, taking you back to where you were before. Cars in $$$ now also continue your run.

Song for [CLASSIFIED].

Tiny sewer art fixes.

Update #91 - The Beginning Of The End! - September 21st

Features

The beginning of the end.

Actual in-game art for all the crowns!

A massive art update to the Sewers, Scrapyard, Caves and Frozen City! We're really happy with how things look now.

Balancing

Changed the Crown of Risk. Now gives you more drops when at full HP, and less when not.

Changed the Crown of Luck. Now makes you start levels with 1HP, and randomly starts some enemies with 1HP as well.

Projectiles from the [CLASSIFIED] can now be deflected with melee but will still explode when hitting walls.

Strong Spirit now requires you to reach the next area before recharging.

Super Flak Cannon uses slightly less ammo.

IDPD Plasma now explodes when hit instead of being deflected by melee.

Big Rats now deal more damage when dashing.

The Buff Alligator now shoots slightly faster projectiles with more spread.

Snow Tanks have been given faster reaction time.

Energy Hammer rate of fire has been decreased.

Super Slugger rate of fire has been increased.

Bouncer Shotgun now costs 1 less ammo to fire and shots have a tiny random offset.

Elite IDPD now spawns running.

Energy Sword and Energy Hammer now both spawn 1 area later.

Scorpions now have a minimum firing range.

Loop enemy groups now scale with loops.

Fixes

Fixed a lot of the crashes introduced in the last update.

Quick Restart now gets rid of crowns.

Mutations are no longer kept between games.

No more crowns/cursed chests on dailies from the start hopefully.

Health higher than max is no longer drawn.

Venus Chests can no longer contain the Super Disc Gun.

Reload values are shown properly on the HUD when usings Y.V.'s active.

Fixed the HUD Ultra icons for Crystal and Fish.

Misc

Update to Crown Vault tiles.

Update bullet, shotgun, and slug projectiles for readability.

New Portal Strike graphic.

Update Guardian projectile graphic.

Tweaked the IDPD portal graphics.

Even more ways cars can appear in the Scrapyard!

Tiny weapon swap animation on the player.

Changed the conditions that trigger B-tracks a bit.

Vault Statues are now always surrounded by some bandits.

Crown movement has been updated.

Updated Strong Spirit again for readability.

Tiny tweak to Eyes A Ultra icon.

Hopefully fixes the Linux crashes for a few more people. Still not everybody, we think. Let us know if it persists

Update Archive

Updates #90 - #81

Update #90 - Grab a Friend! - September 11th

Features

Co-op is back! We still need to finish the character select for it, right now you'll play as the selected character + one random, but everything else seems to be working.

Co-op now has a new revive mechanic. Killed players need to be reached within 10 seconds or you start taking damage. Reviving them costs you half your HP. Oh, and co-op also has specific Ultras now that are unique to it!

Some mysterious Crystal Caves tweaks for loops.

Balancing

Big one: You can no longer start dailies (and co-op) with a crown.

Chicken now loses 2 max HP when decapitated.

Slightly less random enemies on loops.

Tweaked the spawn sets for loops.

Less statues on 7-3.

Guardians behave a bit less chaotic on 7-3.

[CLASSIFIED] with Chicken deals less damage when [CLASSIFIED].

Super Fireballers wait longer before attacking.

Flies drop slightly fewer weapons.

Less HP for the Elite Inspectors.

Ultra Revolver costs more ammo but less rads.

Super Flak Cannon deals more impact damage.

Van deals less damage to enemies.

Fixes

So, uh, we're going to have to apologize for this one: the drop system wasn't working the way we thought it was. It's now been fixed and you should have a bigger chance of getting your empty weapon's ammo type when carrying one full weapon. Sorry!

Big Portal only attracts you when there is line of sight now.

Health values under 0 are no longer shown.

A few fixes to daily starting weapons.

Elite Shielders no longer benefit from Laser Brain. Whoops.

A lot of tiny mutation related things have been fixed by the new code structure. Example: Allies now keep Throne Butt after your death.

Weapons thrown into a portal no longer return to you with Chicken's B Ultra.

Fixed a bug related to Fish and Golden Chests.

Misc

Map now shows both players in co-op.

Co-op is no longer spelled as coop.

Throne Butt gives info on both characters in co-op.

Chicken's bleed time is now shown in the HUD.

A few new tips.

Labs song now has a shorter intro and has been tweaked a bit.

Updated, more excited unlock jingle!

Update #89 - Looping - September 4th

Features

Changes to the 0-1 fight.

Changes to the Labs loop boss.

Loop enemy overhaul.

Updated Steroids B skin.

Balancing

Hard mode weapon drops now progress three times slower. Sorry.

Hyper Slugger rate of fire has been decreased a bit.

Hyper Launcher rate of fire has been increased.

Chicken's Harder To Kill gives you a bit less time per kill.

Flames now have more stopping power.

Turrets should now break walls they spawn on.

Super Bazooka spawns a tiny bit later.

Fish speed with Throne Butt has been increased.

Vans spawn slightly slower now and one by one.

Vans now deal 20 damage instead of 50.

The big green projectiles now explode into one less bullet stream.

Fixes

You can no longer spawn craters outside the level in 0-1.

Props are no longer randomized on loops.

Misc

More tech changes to the Chicken Sword, now properly.

Fixed an issue with Rebel's big art for the menu.

IDPD projectiles have been updated for readability.

Strong Spirit halo has been updated for readability.

Updated Ultra HUD icons.

Fixed some phrasing in the tip.

Update #88 - Tweak Tweak, Fix Fix - August 28th

Features

New elite enemy in the sewers.

Balancing

Slightly more bullet ammo per drop.

Alligators now wait for a bit before firing.

Less HP drops and less rads in Hard mode.

Splinters are now more effective with Bolt Marrow.

Ultra crossbow now has a higher rate of fire.

Less "last enemy is a turret somewhere far away" situations.

Fixes

The unlock screen now works with gamepad too.

Stopped some things from spawning very close to the player. Few more tweaks to these things.

Removed bandits from a certain area.

Removed IDPD from a certain area.

Loop portal is now green again.

Fixed a tutorial crash.

Some changes to the Chicken Sword.

You can no longer take crowns to the tutorial.

Fixed a bug caused by pressing arrow keys in the stat/character select screen.

Fixed a bug related to toxic gas.

You should be able to swap your loadout weapons again.

Fixed a boss intro crash.

Misc

Unlock screen now has a darker background.

Removed the random crown option for now.

Toxic Gas now glows properly.

Updated the Crown Vault art.

Update #87 - Efficiency - August 21st

Features

We've created a simple tutorial to explain the controls! Turns out it's rather possible to miss the fact that you can switch weapons.

Awesome music for the Labs and Crystal Caves loop bosses!

Boss intro for the Labs loop boss!

Updated the stats screen, now a bit more bare-bones but functional.

Unlock popups!

The loadout screen has been updated, crowns are now locked from the start until looping with them with a specific character.

Balancing

Crown Statues are no longer damaged by enemies.

Nerfed Chicken's "hard to kill" Ultra.

Caves loop boss can no longer be pushed through walls.

Bit less HP for the Caves loop boss.

The Throne boss now shoots slightly less projectiles.

The Sewers loop boss now scales in difficulty with loops.

The Throne boss now scales in difficulty with loops.

Bouncer Shotgun rate of fire has been increased, and it spawns a bit sooner.

Laser Crystals now drop more ammo.

Made IDPD a bit more effective on loops.

Fixes

Y.V.'s B Ultra reload time has been restored.

Fixed a crash on the daily score screen.

Swapped the Plant and Robot unlocks, whoops.

Misc

Changed some tips.

Art for the Super Bazooka!

Nicer debris in the Jungle.

The way areas and secret areas are named has been changed.

Back buttons are slightly brighter.

Update #86 - Meta Update - August 14th

Features

New daily screen, now showing you what character someone played as and exactly where they died!

Basic sounds for the main menu!

J.W. couldn't help it: the Super Bazooka.

We've updated the character unlocks! They're now a bit more spread out, as we want to slowly start testing the timing and curve for this. This also includes little popups when unlocking a character or golden weapon and a huge temporary UNLOCK ALL button for those who don't feel like grinding through the meta until full release.

Boss intro for the second loop boss.

Hard mode. Reach loop 2 to unlock it.

Balancing

Gamma Guts tweaks again. You no longer take damage from enemies you kill instantly with it!

Regurgitate gives you more weapons now.

The second loop boss now has more HP and functions as a light source.

Lil' Hunter is now a bit more predictable, using the snipe shots only from far away.

Crystal's shield cooldown has been increased a tiny bit.

Better rate of fire for the Splinter Gun.

Chicken throw damage now scales up with your level.

Flames spread easier.

Blood Hammer deals more damage to enemies.

Big Dog gains a lot more HP per loop than other bosses now.

Tiny bit more Lightning Cannon range.

Guardian Dogs now chill a bit longer at the start of a level.

Exploding Guardians explode in less projectiles.

Fixes

Fixed a freeze that happened on death.

Fixed a crash that happened on startup.

Fixed a bug where portals didn't open chests.

Music volume should now directly change when changed in the options menu.

Piles of explosions no longer become horizontal lines.

Pausing while Crystal is shielding no longer locks her shield.

The 0-1 fight now breaks small walls when activating, preventing "invisible walls" from appearing.

Bolts should now be able to damage enemies close to walls.

Bolt damage now stacks properly.

Gold weapons are now unlocked properly for your loadout.

Lasers should no longer glitch through walls.

Big Rad Canisters now have the proper sprite when they break.

Pausing as Chicken no longer always shows headless Chicken.

Fixed a few things kind of related to Melting.

Fixed the rate of fire for Steroid's second weapon.

Misc

Trying out some new decals in the Frozen City.

Updated Toxic and IDPD projectiles for readability. A few more projectile sprite updates in general.

The new default "freeze frames" value is now 80%.

Added an effect for when Chicken's thrown weapons hit something.

New tips!

The ambient tracks now start playing at a random offset.

Ambient track is now faded out inside portals.

Loading now shows percentages as 001% instead of 1%.

The (!) thing for new characters is back.

The reload bar is more clear in the HUD.

Continue/Retry are now slightly brighter than other buttons.

The back arrow now animates and has been moved around a bit.

Last but not least: your HUD now animates slightly when swapping/picking up weapons!

Update #85 - Secret Update - August 7th

Balancing

Turrets are more reactive, but have a lower firing range and a delay before firing.

Changed Robot's Regurgitate Ultra to make it drop a random chest about slightly less than half of the time when eating a weapon.

Y.V.'s Throne Butt now has different timing. 25% less reload time than 4 shots.

Fixes

Fixed Y.V.'s active timing.

Might've fixed the "freeze on death" bug, but probably not.

Misc

Fixed some of the optimization code.

Removed the Credits button from the main menu, we'll be moving that to options eventually.

Update #84 - Daily Updates - July 31st

Features

Very rough daily scoreboards in-game.

Friends leaderboard.

Reworked Hyper Crystal, now also scales with loops. Good luck!

Boss Intro for the first loop boss!

Rate of fire can be higher than 1 shot per frame now!

Balancing

Lil' Hunter now doesn't start increasing the amount of IDPD right on the first loop. First only all normal types are spawned, then elites as well, then the number increases.

Big Dog now scales the bullet hell with loops, and can have random holes in his bullet patterns for fun dodging!

Horror's C Ultra has been changed to MELTDOWN, which doubles your total rad capacity.

Plant's Snare is now less effective on bigger enemies.

Visiting Jungle now gives you a free mutation in exchange for Last Wish.

Wolves now stop rolling after firing. Much better.

Changed the way Turrets spawn a bit.

Laser Crystals now have a chance to drop ammo.

Sword damage for Elite Inspectors has been increased.

Elite IDPD now all have a bit more HP.

Elite Shielders and Grunts are now slightly more aggressive.

Inspectors now fire faster slugs.

Blood Cannon now deals 2 damage when fired without ammo.

Blood Cannon now spawns less explosions, deals slightly less damage, but has a higher rate of fire.

Plasma Cannon and Super Plasma Cannon damage has been decreased. Plasma Cannon now costs less ammo to fire.

Flame Cannon damage has been decreased.

Lightning and Flame Cannon now have slightly less AOE range when flying.

Seeker Shotgun damage has been decreased slightly while rate of fire has been increased.

Nuke Launcher contact damage has been increased.

Ultra Shovel now uses more rads.

Bouncer weapons spawn earlier.

Gamma Guts now deals AOE damage whenever triggered, not only when firing.

Fixes

Gamma Guts bug has been fixed. Will probably get more work in the future so that you don't take damage from enemies that are killed by it instantly.

Mutations should now be properly centered.

Pausing/unpausing at the 0-1 fight no longer keeps the letterbox effect on screen.

Fixed a boss intro bug related to dead players.

Fixed the Wrench icon hopefully.

Fixed a graphical glitch where portals glitched around when going to the character select. Also brings it back to 0-1.

Big Rats now only break walls when actually charging.

Fixed Steroid's Throne Butt text for now, also changed his ultra from saying "weps" to "weapons".

Every boss only shows their intro once per run now.

Steroids now has reload sounds for Plasma/Lightning weapons fired in their second hand.

Misc

Updated Big Dog music!

Escape now continues the game when paused.

Daily game over screen no longer has a retry button.

You should be able to use the digits to select mutations again.

Buttons and nice splat graphics on the Game Over screen!

Removed Daily and Options button from the Character Select.

Big Rad Canisters now have their own hurt sprite.

Changed the way B tracks are loaded.

Changed the "sizes" of enemies and bosses, this is basically used to check how much they are moved around when touching other enemies and affects Plant's Snare now.

Some new tips.

The Pause, Load and Game Over screen now tell you when you're on your daily.

Big Bandit charge sprite has been updated.

Art for the Hyper Slugger.

The Back button on menus now has an outline.

Update #83 - Ultra Update - July 25th

Features

Boss intros.

Brand new mutation screen.

Brand new pause screen with futuristic functionality, like access to the settings.

Elite IDPD. There'd be a joke here if it wasn't so serious. Hope you enjoy getting trashed on loops.

Plutonium Hunger attract range for ammo and HP has been slightly decreased.

Small enemies can't deal melee damage when on their hurt animation now.

Gamma Guts burst size has been increased again.

More IDPD Grunts the further you loop.

Flames from Flame Traps and Salamander no longer linger around when hitting a wall.

IDPD Inspectors have a lower Telekinesis range now.

Long Arms no longer has a gap!

Looping now clears cursed weapons.

Fixes

Fixed the "drifting enemy" bug when multiple enemies spawn on top of eachother.

The Guardians in 7_3 can no longer spawn Portals.

Floors under the Proto Statue now have the proper material.

Hyper Crystal no longer takes damage from debris.

Fixed a bug related to restarting the game with Patience active.

Fixed a graphical glitch that caused Splinter and Seeker weapons to float away when fired a lot.

Necromancer should no longer revive enemies inside walls.

Fixed the "back to main menu" glitch that made the game blurry.

Assassin sounds are now played at the proper moment.

Pressing WASD no longer crashes the title screen. Yeah.

Pausing now shows dark areas properly, and fog no longer scrolls when paused.

The widescreen effect no longer disappears when pausing during the Mutation screen.

Mutation Icons are now centered properly.

Fixed a bug related to the campfire scene.

Fixed lag caused by the Throne beam. We'll have to redo this entire thing eventually.

Misc

You can now pause the game during loading screens.

Added a "DELETE DATA" option.

Added an option to enable/disable Boss intros.

[R] is now a quick restart hotkey in the pause screen.

Mutation names stay on the screen for a bit after picking them.

Going back to the main menu from in-game now skips the intro.

Alt+F4 now insta-quits the game.

Throne statues are placed slightly higher now and have updated art.

Fancy menu buttons!

Assassins now have a new notice effect!

The loadout splat has been updated.

IDPD Shielder shield sprite has been updated.

Crystal's shield shakes again when almost out of time. Fixed some depth things with it as well.

New art for the Bouncer projectiles.

Started work on the stats screen. More of a drawing test than anything else so far.

Character select now properly supports keyboard and gamepad as well.

Chicken now plays a sound when trying to throw a cursed weapon.

B tracks now only play under more specific conditions.

Minor changes to the second Ultra of all mostly triangular characters.

Broken

Coop mode has been broken by the UI overhaul. We're afraid that fixing this will take a few weeks at the least, so if you enjoy co-op, we recommend switching to another branch in Steam. The 'smite' branch would be our recommendation.

Update #82 - Crystal Party! - July 17th

Assassins still deflect, but the projectiles won't hurt you! Great way to take out enemies behind you with trick shots. We've also made them a bit meaner again.

Lil Hunter's IDPD spawning has been balanced.

Blood and Lightning Hammer now spawn earlier.

Energy Hammer and Sword now spawn a bit later.

Plant's Throne Butt now kills things under 33% HP.

We got rid of the HP-loop-change we tried out last week. Turns out giving people less HP reliably gives them more ammo, destroying some of the fun balancing going on there. We'll solve this problem soon when we get closer to reworking loops.

Loop Big Bandits now spawn from different positions, which wasn't spurred at all by a certain video last week.

Bouncers now have harder impact, more damage, and glow.

Bouncer Shotgun now has a higher rate of fire.

Super Plasma and Flame Cannon now take longer to reload.

Lasers can now damage Crystal in her shield.

Fixes

Fixed Total Recall.

After long deliberation, we fixed a tip saying "follow your" and nothing else.

Bouncer Shotgun now works with Eagle Eyes.

Big Maggots no longer slide when burrowing.

Might've fixed a problem that causes the game to freeze.

Explosives no longer explode in your face when fired exactly when a Portal opens.

Fixed a collision problem with Bouncers.

Misc

Changed the default audio levels.

Changed gamepad layout to the old buttons until we implement key customization.

Tweaked the colors for the Game Over map when looping a lot.

Robot now gets an Ultra Update instead of Ultra Mutation.

Art for Bouncer weapons.

Update #81 - We just really want weekend right now - July 11th

Features

Awesome Crown selection sounds!

Paul cleaned up some of the interface art in the character select screen! We now have beautiful letters and the nicest splats you've ever seen.

Two new bullet weapons: the Bouncer Shotgun and Bouncer SMG

Crowns have now been divided into two groups: post- and pre-loop.

Balancing

A bit more Chicken throw damage, because why not?

A tiny bit more pickup range for ammo and health.

A bit of spawn tweaking.

Flame weapons are now more fuel-efficient!

A little effect and timing tweaking to Assassin attacks!

Lil Hunter now only spawns Grunts pre-loop.

Lil Hunter now waits a bit longer after spawning IDPD.

Guardian Dogs have slightly more less HP.

Heavy Bolts are affected a tiny bit less by Bolt Marrow.

Crystal's Fortress Ultra now gives her +6HP, for when you want to be 10 times more healthy than Melting!

Being high on ammo now lowers your drops slightly less.

Changed Plant's trapper Ultra to give you a big snare.

Plant Throne Butt now kills enemy under 30% instead of 40%.

HP now drops less the further you loop, which seems like a solid idea.

Shell weapons no longer reduce your sight distance.

Fixes

Corpses for the Snow Tanks are back!

Chicken now drops a head when going through a portal headless so the camera doesn't stay static.

Fixed the situation where only one portal drags you.

Melting's special after death is now the same as when still alive without Throne Butt.

Patience now becomes a clock under the mutation you pick with it, instead of taking a whole icon slot.

Hyper Rifle shakes the screen a bit less.

Update #65 - Warming Up - March 22nd

Features

Updated in-game logo by the legendary Paul Veer, known for the art of games such as Nuclear Throne.

Heavy Assault Rifle.

Characters now have new tips when reaching Level Ultra. We also added/changed some tips for Steroids, Y.V. and Rebel.

You can now quick-select mutations using the digits.

Improved Big Dog on loop with some fun new tech.

Lil' Hunter spawn faster on loops.

Made Golden Scorpions less rare the further you loop!

Balancing

Big change to Rebel: Allies now cost more, the more you have of them. Cost starts at 1HP, and improves by 1 for each 2 Allies, capping at a cost of 4. The Ultra that spawns Allies when taking damage sticks to this as well, so gives you double Allies when used now! This probably still needs some balancing.

Melting now always gets big explosions from larger enemies, even without Throne Butt.

Melting's Throne Butt is now a bit weaker than it used to be, but it's still ridiculously powerful!

Lowered the rate of fire on the Auto Grenade Shotgun and Gatling Bazooka. These weapons should now be more usable, with a bit of caution of course. Gatling Bazooka has been made more accurate as well.

Party's over, Crown of Blood now makes all enemies drop one less rad.

Labs spawns more empty space around you.

Necromancers wait a bit longer before doing stuff after spawn.

We buffed Lucky Shot a bit more, we're going to keep doing this until it's ridiculously OP and people start noticing it!

Hyper Rifle now shoots 5 bullet bursts instead.

Heavy Slugger damage has been increased even more.

Fixes

Fixed the notorious infinite water boost for Fish.

Big Dog no longer spawns awake.

Fixed the IDPD grenade error.

Fixed Sharp Teeth rapidly phasing Ravens and Lil Hunter in and out of The 11th Dimension.

Underwater Mines no longer spawn next to you.

The random character and crown option are no longer seeded.

Fixed a collision problem with IDPD grenades, potentially nerfing them a bit.

Fixed the Lightning Hammer icon, again.

Update #64 - Maintenance Week - February 27th

Features

Reworked the way Shell weapons work! They now get a significant damage boost when hitting things super close to the player, which is reactivated for two frames after bouncing with Shotgun Shoulders as well.

Burst weapons got a bit of a fix, now allowing Long Arms, Eagle Eyes, and Steroids lack of accuracy to work with them!

The very first, early test for upgraded loop bosses has been implemented. Good luck fighting Big Bandits.

We added an overpowered new Bolt Weapon.

Balancing

The Proto Statue now has more health, will no longer get destroyed by big melee enemies, gets more HP on loops, and will be easier to break after activating.

Cluster Launcher spawns slightly later.

Horror's A Ultra spawns even less projectiles.

Horror's Throne Butt has been improved, now charging your beam up twice as fast.

Super Flak Cannon now deals more damage.

Hostile Horror will wait a bit longer after spawn before attacking.

Sharp Teeth no longer works on props.

Fixes

Weapons should now properly come with you through portals!

Fixed the health of Allies with Rebel's A Ultra.

Plant can no longer one-shot things with a ton of health with the saplings.

Big Dog now always wakes up!

Steroids no longer gets "MAX MELEE AMMO" popups with Throne Butt.

Horror's beam should no longer push enemies through walls.

Allies should no longer get damage from most Impact Wrist corpses.

Broken Walls now show up on B Floors as well.

There will no longer be walls spawned on top of the Proto Statue.

Big Rads are no longer attracted to unactivated Proto Statues.

IDPD grenades can now be hit away with a melee weapon.

Misc

Sharp Teeth now deals damage after a short, staggered delay, on the right frame of its animation.

The popup for "LEVEL 10!" now says "LEVEL ULTRA!".

Big Dog now shakes the screen when walking.

Trigger Fingers now shows a shine on your gun when triggered.

Improved and added some tips.

Fish now angles in his movement direction when using Throne Butt. This'll eventually get a custom animation!

The game Freezes slightly shorter when killing smaller enemies now.

Bullets now spawn their hit effects when hitting walls as well.

Update #63 - Free Crowns - February 20th

Features

Loadout Screen! Pick a Crown from the start by clicking the ugly icon on the right of the character select.

A first simple round of audio balancing, making everything less of a "play as loud as you can" affair, giving sounds more space & generally also making really heavy things sound a lot better.

Something extremely dangerous in Crystal Caves on loop. Very work in progress.

Balancing

Faster, more accurate heavy bullets.

The [CLASSIFIED] at the start of a loop now clears all projectiles on death.

Fixes

You can now loop again.

Properly fixed a bug related to the old boss intros.

Fixed a bug related to Big Dog still sleeping but portals appearing.

Fixed a crash caused by the thing in 7_3.

Fixed a bug caused by rads touching a portal.

Update #53 - Ultra Fixes - November 30th

Features

Ultra Shotgun!

Ultra Shovel!

New Throne Butt for Horror: Using the beam for extended periods of time now heals you.

Balancing

Continuing our much-hated trend, we've nerfed laser damage a tiny bit, we'll see how this goes down in history!

Some changes to Frozen City algorithm. Once again, let's see how this works out!

Robots B Ultra Mutation now automatically eats all weapons left in the level.

Rebel A Ultra Mutation now gives Allies 50% more HP.

Less HP for Snow Wolves.

Slightly more HP for the Snowbots.

Ultra Revolver now deals more damage.

Heavy Slugger rate of fire has been increased.

Removed the explosions caused by Flame Cannon.

Fixes

Pickups are now picked up when the player is in a portal. Might cause some co-op problems, so in a way it's not really a fix while really it is.

Recoded the way portals work, now always making them spawn from the last corpse!

Found what caused unplanned Big Bandit spawns and fixed it.

Fixed another crash caused by boss spawns.

Heavy Slugs now glow.

Misc

The IDPD spawns on loop now aren't time based, but like Rogue's system.

Added art for the Heavy Slugs.

Added art for the Heavy Bullets.

Update #52 - Craters & Flames - November 21st

Features

Craters & tiny flames from explosions. Will still get some work in the future!

New Ultra Mutations for Horror, Steroids, Chicken, Rebel and Rogue.

Heavy Slugger.

Balancing

Higher rate of fire for Ultra and Heavy Revolvers.

More radiation gained from the Crown of Hatred.

Eagle Eyes no longer makes you see further. Didn't do too much and just made things more complicated than they should be.

Fixes

Big Bandit spawns should be a lot more solid, and can no longer be used for radiation farming. Cool shortcut however.

Recoded the way radiation decides what to move towards.

Recoded Portal invincibility, now making you completely invulnerable to any damage. Might cause some problems with pickups that should be fixed soon.

Ultra Mutations can now be picked with the gamepad.

Windowed mode should have a border again.

Fixed a crash caused by boss spawns when playing with gamepad.

Misc

Golden Hammer is now the Golden Wrench.

Cars no longer die into tiny scorchmarks.

Lab now has tiny floor details.

Update #51 - The tired update - November 18th

Features

Ultra Revolver.

Ultra Laser Pistol.

Heavy Revolver.

Heavy Machinegun.

The Sledgehammer is now the Wrench, but there's a new Sledgehammer!

Fixes

Fixed a crash related to explosions.

Fixed a crash related to chicken's max HP loss.

Misc

Slightly changed the origin of the revolver, making it look better when holstered.

Updates #50 - #41

Update #50 - Cleaning up! - November 7th

Features

Little art details have been added to some of the tilesets. Expect bits of grass and clams, the usual really.

Balancing

Changed Throne Butt for Steroids.

Steroids now also has all weapons fully automatic as their passive.

Getting decapitated as Chicken now lowers your max HP by one, but there are some ways to get it back!

Eagle Eyes now also lets you see a bit further.

Extra Feet now makes you walk normal on all surfaces.

Frog Eggs now have more HP.

Melting's Ultra now requires enemies to have slightly less HP.

Eyes' Ultra radius has been increased slightly.

Nukes now have a smaller hitbox, allowing for better maneuvering.

Shotgun masks are now slightly different, and Shotgun Fingers should work slightly different.

Sawed Off Shotgun now has more range, less accuracy.

Shotgun, Double Shotgun and Sawed Off Shotgun rate of fire has been increased slightly.

Plant's Snare now stops toxic gas.

Toxic Barrels now have bigger explosions.

Golden Weapons now only appear after looping.

Fixes

Enemies should no longer get stuck in walls, hopefully.

Rogue's Ultra now works as planned.

Fixed a crash caused by Weapon Chests.

Fixed a crash caused by mutating too much.

Breaking a single wall now makes the floor look broken.

Toxic Launchers now always spawn toxic gas.

Chicken Sword no longer spawns when you get to difficulty 99. :P

Rebel B skin now looks cool from 5_1 instead of 5_2.

Big Rad Canisters can't be infested anymore.

Shells should no longer go through walls.

Misc

Eyes' Ultra is now explained better.

Rogue Ammo canisters can now be "opened" by Portals.

New bone pile prop.

Art for the horrific boss waiting in loop has been updated.

A new rare tip has been added.

Update #49 - The Distant Future - November 2nd

Features

Ultra Mutations for all characters.

Suspected Loop Bosses.

Balancing

Small grenade weapons' timing has been tweaked.

Ballguys now drop more pickups.

Fixes

Seeds now work in the seed.txt, but must be in number format only.

Toxic clouds now heal Ballguys.

Fixed crashes caused in Portals due to screenshake.

Fixed weapons not being able to be used until switching after leaving a Portal.

Fixed a loading screen tip for Horror.

Misc

Big Bandit spawns have been tweaked again.

Plant's snare now must connect with a wall/enemy before you can snare again.

Update #48 - The same level over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over again - October 24th

Updates #20 - #11

Update #20 - A New Direction - April 1st

Update #19 - Thunder in my Heart - March 7th

New decals in the Sewers and Caves, and an alternate version of the Frozen City decals have been added.

Walking on spider webs now slows you down. Sorry.

Lightning Rifle!

Lightning Shotgun!

Balancing

Explosive weapons now get more ammo from drops!

The Crown of Hatred now gives you radiation over time instead of damage, and can no longer kill you.

The I.D.P.D. Shielder now idles a bit longer after leaving shield mode.

The Splinter Gun now shoots an extra splinter!

The Toxic Bow now deals more damage on impact.

Leveling up now spawns I.D.P.D. after level 4.

Leaving a Crown Vault with a Crown now spawns I.D.P.D.

Plasma Guns are now slightly more accurate.

The Laser Cannon now pushes enemies away more while charging.

Wolves now deal a bit less melee damage.

Fixes

You can now use the Flare Gun without fear of errors.

Toxic Barrels no longer spawn in certain places.

You can use the arrow keys for movement again.

Gamepad should be usable again in the menu.

The Crown of Destiny can now be used with gamepad.

You can now pause the game again with the gamepad. Unpausing doesn't work yet, sorry for that. use the keyboard for that.

Misc

The Double Shotgun, Super Slugger and Super Crossbow now move you back a bit when fired.

The way lightning weapons and the lightning pistol work has been updated. Lightning weapons now also look cool!

Chicken's slow motion now influences rain and snow!

Radiation flies out of enemies with a bit more speed.

Update #18 - Small list, Big changes - February 28th

Features

All characters have their own selection animation for the campfire scene now. We are incredibly happy with how this turned out.

Rebel no longer sounds like Fish! She now has her very own voice. This is not her final voice, as we intend to get a voice actor, but should give you a first impression of what she´ll sound like.

Two new types of I.D.P.D. troops: Shielders, and Inspectors. Both should seem pretty familiar...

Every boss now has its own musical theme.

The way player input is handled has been redone from scratch. This does a couple of things. First of all, performance should be significantly better for at least a small portion of our players. It also fixed the infamous "Crystal Shield Bug" where keys did not register when pressed during the small pauses that happen during explosions and the like. Finally, it will also make some planned features such as customizable controls a bit easier to implement.

Scrapyard and Frozen City now have decals like the bones in Desert.

A Lightning Pistol! Still very work in progress, but this should give you an idea of the lightning type weapons we're planning.

Balancing

I.D.P.D. explosions now blow up walls, but Grunts (and Inspectors) no longer have infinite grenades.

Fixes

The blood launcher can be used without fear of errors again.

As mentioned above, keys pressed (or released) during freezes are now registered. No more Crystal getting stuck in shield mode!

Some players should experience a significant performance increase.

Misc

You can now set the amount of auto aim for gamepad support in the options menu. It can be set from 0-200%

Update #17 - Vault Security - February 21st

Features

Crown Guardians! These dangerous foes will be found in Crown Vaults after the first one.

A great new track for the Crown Guardians.

Stress. This brand new mutation gives you a higher rate of fire when your health is lower. A great match for characters such as Rebel and Chicken!

Stinky fog in the sewers.

Balancing

Drops now give you more energy ammo. The ammo cap is still the same, so this should work well with the high ammo use nature of energy weapons.

Fire from the Traps has been made a bit slower.

You no longer take damage when big enemy corpses bump into you.

Sight range in dark levels has been reduced, but Eyes now sees even more.

Fixes

Grenades, slugs, and shotgun pellets are now deflectable.

The Proto Chest should no longer spawn on top of the Crown.

Fixed the way levels are loaded, so that it no longer rains in the secret level.

Big Weapon Chests no longer appear in the secret level.

New collision masks for the plasma weapons.

The Proto Chest no longer gives an error when the player dies.

You can no longer walk past Trap fire. Can't believe we didn't find out about this earlier!

Made some small fixes to the way Big Health Chests spawn.

Labs should no longer start with an activated portal.

Chests sometimes spawned with a bit of wind next to them, this should no longer happen.

Cursed Chests no longer turn into Big Weapon Chests when opened.

Misc

Some minor changes to the enemy shooting code.

Allies now show a heal effect when healed.

Chests after the Crystal Caves now spawn with I.D.P.D. Grunts instead of Bandits.

The secret level music has been updated.

The ambient tracks for Laboratory and Scrapyard have been updated.

Freaks now sometimes fly through portals heading to the Laboratory.

Update #16 - Fifty Weapons & High Level Chests - February 14th

Features

Something very mean waiting for you after the first Crown Vault!

Something very mysterious waiting for you in the second Crown Vault!

Unique sounds for all mutations!

Crown of Hatred is now the Crown of Love. There's a new Crown of Hatred that deals damage over time in exchange for drops.

A Laser Cannon, lifted straight out of Super Crate Box!

Sounds for the Wolves & all Lab enemies.

Balancing

Ravens now no longer shoot you from point-blank range.

Plant's camera now only locks to the Snare when the right mouse button is held. This doesn't work with gamepad yet, *but we're planning a big update to overhaul all the input code soon that will fix that.

The Opposite Crown has been removed. For those wondering what it even did, it made the rare floor tiles common, and *the common floor tiles rare. Something that wasn't very interesting, didn't look very good, and messed up the gameplay.

Fixes

Eyes' Telekinesis no longer works on enemy lasers.

IDPD no longer shows up in Crown Vaults because that's disrespectful.

For the third time: Chicken no longer teleports...

Lil' Hunter now plays its own sound at appearance instead of Big Bandit's.

Secret level now loads up to 100%.

Misc

A little effect when healing.

Lab enemies now appear after looping.

Some changes to the walls in Crown Vaults.

Chests now have their shadow 1 pixel higher and it looks so much better!

Update #15 - Horrible Experiments - February 8th

Features

Laboratory!

Two brand new B-Skins!

The Crown of Hatred.

The Hyper Launcher, which is JW's personal favorite.

Some significant changes to the tiles in Desert & Sewers, making them look less repetitive.

The screen now shakes whenever Yung Venuz uses his air horn.

Balancing

Gamma Guts now deals more damage to enemies.

Lasers & Energy slashes last even longer with Laser Brain.

Recycle Gland now gives ammo on hits, instead of on misses.

Enemies in Frozen City drop more ammo.

Alligators have slightly less HP.

Mimics now drop more radiation.

Flamethrower spawns slightly earlier.

Auto Crossbow spawns slightly later.

As requested on the forums, the Wolves & Frogs now wait a bit longer before their AI kicks in.

B-Skins have been made slightly more rare.

The screen now shakes whenever Yung Venuz uses his air horn.

Fixes

After trying the new movement system, we listened to the feedback and made some fixes. On top, players will no longer get stuck on corners.

Rad Canisters finally have a corpse! No more checking the whole level to see if you opened it or not.

The enemies in the secret level have been fixed, solving some weird collision issues.

We fixed some typos.

Crossbows no longer kill you or your Allies.

Lil' Hunter no longer gives an error when shooting at an already dead player.

The screen now shakes whenever Yung Venuz uses his air horn.

Misc

The way the darkness is handled has changed a lot. There is now a smaller bright circle around the Player, but the circle around that is now less dark. The amount of light objects give has also been changed. We're looking forward to how this change affects the game's balance.

A new prop in the secret area.

Something in the secret area now looks more fancy.

The screen now shakes whenever Yung Venuz uses his air horn.

Update #14 - Mystery arrives - February 1st

Features

A very secret new area.

Robot Wolves now roam the Frozen City.

You'll be able to find the deadly Energy Screwdriver in later areas.

Sound effects for fire weapons.

Allies now heal whenever you spawn a new one as Rebel, and her passive now spawns Ally bullets instead of Blood Explosions.

Loading screen portals now look different depending on where you're going!

Balancing

Mimics have been made a tiny bit more rare, to catch players off guard more often.

Enemies in caves now drop a bit less radiation.

Fixes

Enemies should no longer spawn inside walls, which should also fix the portal not spawning when all the enemies seem dead.

Chicken should no longer teleport around when slashing near walls.

Shovel now works with Long Arms.

Ally AI has been improved.

Misc

Debris now disappears into smoke, not dust.

Tiles can now support more than 4 different images.

Tiles in Crown Vaults have been updated a bit.

New prop in Scrapyard.

Rebel now has a campfire animation.

Robot now has a simpler, less ridiculous campfire animation.

The Frozen City wall art has been changed a bit.

More loading screen tips have been added.

Big Bandit's death animation has been updated.

We worked a bit more on Labs, which should be in the next update!

Update #13 - We'll fix you right up - January 24th

Features

The player no longer weirdly slides along walls when pushing against them. The new system will still get a little work to help you walk around corners, but should at least stop you from getting killed because the game thinks you want to walk into a Scorpion.

This change will obviously impact a lot of the game, so we're going to go and make this the main change for this week to see how that resolves.

Other Features

Mysterious music could appear in Frozen City now.

Tips can now be based on your current Crown and Mutations.

The Desert music got a small update.

Balancing

We made unlocking Rebel a lot easier for now. The unlock system works, so until we've decided upon what to do with *the system we'll leave it like this.

Shotguns have been buffed a bit, now having 1 extra pellet per shell fired.

Crown of Life now gives you +6 HP at the end of each level.

Hyper Rifles and Gold Weapons spawns slightly later.

Flame weapons spawn earlier.

Fixes

The Statue now always spawns in the 2nd level in a world after the first Desert. No more sad empty tiles!

Looping into an area lower than the area needed to unlock a character now also unlocks that character.

Debris should cause a lot less slowdown.

Some changes and fixes to the level generation.

Fish is no longer invulnerable after getting hit once while rolling/using his Throne Butt.

The volume for the Boss Killed jingle is now the same as music volume.

The game now frees memory used for music before shutting down.

Enemy SFX are no longer all preloaded, probably freeing some CPU and fixing music issues for people.

Even more tinkering with audio memory stuff...

Mimics now also spawn in Desert after looping.

There are no longer holes in the grass in Scrapyard.

Misc

We started work on the first secret area. Not implemented yet.

The way tiles are handled is now a bit more versatile and perhaps even faster.

The ambient tracks for Frozen City & Scrapyard have been updated.

Fire now lights up the darkness.

Update #12 - Revolution - 19 January 2014

Features

A brand new playable character, Rebel. Rebel can spawn allies at the cost of some health, and has a defensive ability that triggers each time it is hit.

The basic system for character unlocks is now in place! The unlocks are tied to level progress for now, but there'll be more specific ways to unlock characters.

Most mutations now have their own sound effects, courtesy of Joonas.

Paul created beautiful new icons for the mutations in game.

Fire-based weapons, such as the flamethrower.

Balancing

Enemies now spawn a bit further away from the player, and no longer directly besides, above or beneath the player. This is an experiment, as we want to see if and how this influences the fairness of spawns.

Fish now has a completely new Throne Butt, called Water Boost.

Fixes

The Crown of Destiny no longer gives you infinite mutations, just one.

You can no longer select characters hidden under buttons in the menu.

Misc

Extra Stomach has been renamed Second Stomach.

There's a little (!) on characters indicating you haven't played as those yet.

The debris flying through portals has been tweaked a little bit and should look a bit better now.

More hints related to weapons while loading.

The Radiation Canisters now have proper perspective.

The Super Frogs now have their own death sound.

A subtle sound effect plays when there's only one enemy left.

Lil' Hunter now screams at you when he's at 50% health.

New sounds for the portals.

New sounds for the Proto Statues.

Update #11 - Getting back into the habit - 11 January 2014

Features

Sounds for Chicken.

Sounds for Yung Venuz by Doseone.

Sounds for Lil Hunter.

Quadruple Machinegun!

The stats for best kills, loops and difficulty now show what mutant you were playing with.

Balancing

Lower damage for the Snowbots.

Y.V. with Throne Butt now gets an even faster reload rate.

Fixes

The low ammo sound effect no longer plays twice.

No more errors when doing quick restart from the pause menu.

Level generation has been optimized a bit, should be slightly faster.

Eagle Eyes now affects the spread of triple and quadruple machineguns as well.

Misc

Eyes now gives a tip about Telekinesis.

First work on a new area started, but the Labs aren't far along yet to make them accessible. Soon.

Nerfed Rabbit Foot, it now gives 60% more drops now instead of 100% more.

Fixes

Clicking a volume bar in the options menu now instantly sets the game to that volume.

Music volume settings now also work for menu & boss music.

Flame Trap no longer make sounds when the portal has spawned.

Portals no longer kill enemies.

Corpse hitting something plays the hit sound effect.

Double clicking now only works if you do it half a second before reload. Shovel etc. won't give as much trouble now.

Fixed nomusic.txt!

Missed Plasma bullets no longer give people ammo with lucky shot.

Fixed a bug with Scrap Yard boss spawning/making ravens fly when player is dead.

Sticky Grenade depth is now on top of enemies.

Misc

Renamed some mutations.

Props now mirror randomly.

New campfire, barrel, torch graphics.

Plant's Snare now stops fire from traps.

Telekinesis now works on small pickups and weapons too.

Telekinesis now works on all non-player projectiles, including flame traps & toxic gas.

Health pickups are now hearts instead of red crosses.

Rolling with Fish while standing still rolls towards the mouse.

Logo now pulsates instead of wiggles.

Update #3 - 3 November 2013

Content

Wave gun

Plasma gun (needs sound effects)

Plasma cannon (needs sound effects)

Sentry gun (very unfinished)

Plant b skin

New props (rotting cacti and -CLASSIFIED- in the desert, tires in the scrapyard, cocoons in caves)

Some new mutation icons

Fixes

Fixed some music memory leaking

You can now use the mouse in the menu while in gamepad mode

Quick restarting no longer gives you big weapon chests

Fixed music stopping at quick restart

Menu no longer crashes when pressing escape at the logo

Characters can be selected again in the menu

Picking up a weapon with control no longer does that every frame ;)

Fixed young venuz airhorn and metal hit sound effects.

Big rats can no longer be killed with the snare.

Misc

Gamepad quick restart with (A)

Toxics should now disappear when portal spawns

Added "fit to the screen" option

Slightly updated logo with better kerning

Splinter gun changed around a bit

Robot description now says "EATS GUNS", way cooler

Cave sparkles

New pipe graphics

Less energy weapon screenshake

Lots of crown vault work, not public yet, sorry

Notes

Save file will be reset, sorry. We probably won't have save files that transfer between builds until we get character unlocks in.

Update #2 - 28 October 2013

Content

Options screen

Gamepad support (with sliiiight autoaim)

Options and stats are now saved

Escape no longer ends the game, goes to a placeholder pause screen

Crisp scaling

Bugfixes

Crowns no longer travel with you after quick restart

Guns no longer travel with you after quick restart

Potential steam overlay/screenshot fix

Potentially fixed yung venuz airhorn crashes

Possibly fixed the double player bug (kinda sad to remove this... such a cool bug)

You now always fight mixed enemies when looping (instead of having 1 level with desert enemies first)

Broke and then fixed the boss intros :P

Game is now smarter with memory use, should increase performance for some people!

Balancing

Laser sword now costs 2 ammo per swing (needs testing)

LUCKY SHOT now gives you ammo more often

More accuracy with EAGLE EYES

Even less accuracy for steroids

Big bandit can now drop ammo and health instead of just ammo.

Lower sewer pipe hp

Eyes now attracts chests with telekinesis

Misc.

Big dog waking up should make ravens fly

Some new robot texts

Added number of loops to the gameover screen

Quit button in the menu

Added total loops and best loops stat

New euphoria icon

Big dog no longer fires missiles after death

[E] to pick up becomes [X] with gamepad

Renamed RECYCLE GUT into METAL TEETH

Gamepad set to 0 when not detected at startup

Sliiiightly bigger maggot hitbox

Shift and control also pick up weapons

Notes

When playing with gamepad, plug it in and make sure it's active before starting up the game.

The pause screen doesn't work properly in the dark levels.

In the options screen, you can't directly control the SFX volume yet. We'll look into a way to get this working eventually.

Gamepad controls have been designed for xbox 360 controller. We'll eventually add customizable controls. For now: left stick moves, right stick aims, right trigger/bumper fires, left bumper for special, x to pick up weapons, y to swap weapons, start to pause.

The whole options screen will eventually get an overhaul to make it look and function a bit better. we'll then also add gamepad support for the options screen.

Update #1 - 20 October 2013

Content

New menu & level up interface

Character power preview images (these will be animated eventually)

Basic portal effect inbetween levels

There are a couple of new skill icons, our artist Paul Veer is still working on making the rest look that nice.

Ambient sounds for all areas, filter on ambient sounds when in the portal